Music2go Simulation


 


What is Music2Go?


            Students fight, individually or in teams, to make their company successful in a difficult simulation of consumer electronics marketing based on the US portable CD player market.


            With the help of industry information and a considerable suite of detailed reports they make decisions involving all four areas in the marketing mix: Product design, Pricing, Promotion and Place (Distribution).


            Students get “hands on” experience at making significant decisions and seeing the results in a live, interactive case study.


            In the Single-Player simulation, students compete alone against a computer opponent. It involves two consumer market segments, standard and youth.


            In the Multi-Player simulation, on the other hand, students compete in teams, managing identical companies against each other live, via the internet. It involves three consumer market segments: standard, youth and sports.


 


Assessment


            The 13th edition of Marketing was designed to help students prepare to operate in and contribute to the 21st century. Regardless of whether a person wants to work in a business, for the government, or in a nonprofit organization, the concepts, strategies, and techniques of effective marketing are relevant.


            We could see technology in our everyday transactions from computers to mobile phones. Not only at home but everywhere we go. In view of this, technology has played a major role in the development of this program. Technology has taken Marketing subjects to the next level. But how?


            Developments in our society will prompt changes for sure. In anticipation of these innovations, marketing efforts will be seen in creating a considerable quality of products.


            Music2Go will be a great tool in this area. Early on, students will have a best view of near-real life instances of how to supervise or manage firms or companies with the aid of technology.


            It sets cases where materials, products or subjects are reviewed against market-related activities, thus further teaching students. It also sets questions as guide.


            There are also cases where a healthy competition is presented. With the fast pace business environment today, it demonstrates the dynamic nature of marketing.


            Students will then be informed of the significance of the evolving context in which marketing is performed.


            For a more active role, decision boxes are placed throughout the simulation. This way, students learn how to deal with a particular challenge or opportunity.


            In addition to the Marketing text, which serves as the main learning instrument, several supplements facilitate the teaching and learning process.


 


 


 



Credit:ivythesis.typepad.com


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